flaming fegundos! I don't even know how to get halfway close to starting to get near to approaching having an inkling of a tentative plan which might vaguely attempt to get even one of these rooms.
the timers are
tight. there must be some major trickery I just don't know about rapid tar clearing. I'm even trying to ignore the babies, but they keep getting in the way of moving the mimics or they keep killing me before I can get to the timer cutoff switch. I look forward to learning what's going on here.
I am, however, giving this hold an 8 -- not because I'm in the "
harder == better"
camp, but because I like the aesthetics of the hold - it has a simple, clean layout, good freedom of movement, and nice one-puzzle rooms with no confusion about the goal. even the save points are well placed.
except there is one point where a save point is
glaringly lacking. that is the empty room you start out level one in, which has a the blue door to the next level in it... any time you can reach the exit stairs room before you clear the level, you simply
must have a save point by the exit stairs so that if you need to reinstall the game (or upgrade from 2.x to 3.x, or to 4.x eventually), you have something to restore to besides "
the first time I entered the room, long before I was near clearing the level"
. it's not an aesthetics thing and it's not a "
make it easier"
thing (in fact, in this case, it would do
nothing to ease the pain), it's a workaround for the progress engine when handling player exports/imports, but it's an
important workaround as anyone who's tried to get their full progress from JtRH into TCB well knows.
---
As a side note, I would like the author to mark as unscorable all the rooms that are going to be 1-move-demoed out of existence anyway, so I can fix my signature to be exact instead of approximate sooner.
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[Last edited by silver at 04-24-2007 01:13 PM]